This is what I'm currently working on; nothing special compared to what you guys show but, oh well...

The story revolves around a robot who has to escape an underground lab/compound fighting against and mainly avoiding, along the way, what the supposedly "evil" AI throws at him. Climbing all the way up while bearing with the strange personality of the AI and the dangers of his minions.

Here is a basic demo showing the gameplay style:

It features only 1 kind of enemies and energy power-ups. While you are charged with extra energy you can destroy enemies and bounce of them.Controls: WASD or Up/Down/Left/Right to move and normal jump;Space for double jump ( once every +- 3 seconds )P to pause and R to skip most of the screens. F generates another level.

I hope it's at least slightly enjoyable. I would love to get some ideas for design/gameplay implementations.

Thanks for the fast feedback.That might be my fault, because I already played it for quite a while, while doing it, and so I might be more "used to" it.I might have to rethink the difficulty I was adopting. Btw don't forget double jump, it really matters. You can try to jump on unnecessary blocks while waiting for double-jump cooldown.

Anyway, for the sake of fun, hope this one is a little easier for the while

Thank you very much for the feedback and great ideas!Had some free time so here's the "changelog":I was first thinking on going on a level based concept but since there is still time remaining i changed this one for a more open minded concept: You climb as high as you can, you get points based on it, you receive upgrades, you climb higher, until you reach the Goal. Still gotta think on it better tho... Anyway I implemented what you guys suggested: now you only jump on blocks if you are falling.Now there are two types of environment. You start deep in a cave and you got to climb out of there. Once you get out of the cave you can go through one side to the other side. I changed the level generation algorithm so that the higher you climb the harder it gets ( less blocks, more enemies ). There are still a few problems witch power up's placement.Enough talking:

New update, since i think im getting close to what might be the finished game and would like some feedback:Introduced the upgrades system which will help you climb higher. You can check their names and a small description by pressing BYou now win be escaping the planet you are trapped in ( 3 environments ) The cave is now sealed ( you need one upgrade to be able to exit it , makes more sense ingame )You collect spare parts by destroying jump blocks and enemies. You use those spare parts to buy the upgrades

Keys: F to activate the Charged state upgrade, B to access the Upgrade menu, space to buy the upgradesWASD/arrows to moveP to Pause and unpause

really great game. I'd suggest adding some fake platforms like disappearing and reappearing. Also add different plataforms sizes, so you can have some enemies walking on it like a snake, maybe a platform with some spikes, so you have to think the best way to reach the top avoiding them.

Last time I played it, I was surprised I had to restart from the bottom whereas I had breaked the wall to the second area. Anyone has finished this game ?

Following what you said I decided to introduce the checkpoints in their actual meaning of not going back, and I feel it is now easier to complete the game.There are also some changes: 1 Second before losing immunity your color changes and there are cooldown timers at the bottom of the screen.

unike, maybe it's too easier now ? What about keeping only the first check point. So players would have to do the last two areas in a row.

And when I received what I guessed was the end game message, it seems it was possible to continue to play from the beginning of the third area. For the purpose of breaking records, I guess ? Which is a good idea.

I also think you may change your game instructions this way :

'W' to jump while on the ground or on a platform'Space' to double-jump when the jump charge is at 0

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